// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "EnumAll.generated.h"


UENUM(BlueprintType)
enum class EPromptLevel: uint8
{
	INFO,
	WARING,
	SUCCESS,
	ERROR
};

UENUM(BlueprintType)
enum class ESkillInfoEnum : uint8
{
	FEEDING     UMETA(DisplayName = "FEEDING"),
	CALLPET     UMETA(DisplayName = "CALLPET"),
	BANYUEZHAN     UMETA(DisplayName = "BANYUEZHAN")
};

USTRUCT(BlueprintType)
struct  FSkillInfoStruct
{
	GENERATED_BODY()

	UPROPERTY(EditAnywhere,BlueprintReadWrite)
	FKey SkillKey;

	UPROPERTY(EditAnywhere,BlueprintReadWrite)
	ESkillInfoEnum SkillEnum;

	UPROPERTY(EditAnywhere,BlueprintReadWrite)
	UTexture* IconMaterial;
};
UCLASS()
class SSHOOT_API AEnumAll : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AEnumAll();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

};
